68 lines
2.4 KiB
Markdown
68 lines
2.4 KiB
Markdown
---
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title: "Performance Budget"
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type: concept
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tags: [game-dev, performance, optimization, rendering]
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sources: [technical-artist]
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last_updated: 2026-04-26
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---
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# Performance Budget
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## Definition
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Performance Budget(性能预算)是游戏在目标平台上运行时对 GPU/CPU 资源消耗的硬性上限定义。是技术美术最核心的执行原则——所有艺术决策必须在预算约束内进行。
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## Budget Categories
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### Frame Time Budget(帧时间预算)
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| 平台 | 总帧时间预算 |
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|------|------------|
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| Mobile | 16.67ms(60 FPS)|
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| PC | 16.67ms(60 FPS)|
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| Console | 11.11ms(90 FPS)|
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### GPU Sub-Budgets
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| 系统 | Mobile | PC |
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|------|--------|-----|
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| 渲染 | 4–8ms | 8–12ms |
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| VFX | 4ms | 8ms |
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| 后处理 | 1ms | 2ms |
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| 预留余量 | 10% | 10% |
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### VFX Particle Budget
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| 平台 | 最大同时粒子数 | 最大 Overdraw 层数 |
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|------|-------------|----------------|
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| Mobile | 500 | 3 |
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| PC | 2,000 | 6 |
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### Draw Call Budget
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| 平台 | 建议上限 |
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|------|---------|
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| Mobile | 100–200 |
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| PC | 500–1,000 |
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## Budget Enforcement Rules
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1. **预定义原则**:每种资产类型的预算必须在生产前定义,艺术家在开始制作前知晓限制,而非交付后才发现超标
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2. **平台特定**:必须为每个目标平台单独定义预算(Mobile/PC/Console)
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3. **自动化验证**:LOD Chain Validation Script 在导入时自动拦截超标资产
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4. **定期分析**:GPU Profile 在每个主要内容里程碑后运行,识别 Top-5 渲染成本并优先解决
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## Budget Communication Style
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Technical Artist 的标准语言范式:
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- "This effect costs **2ms on mobile** — we have **4ms total for VFX**. Approved with caveats."
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- "Give me the budget sheet **before you model** — I'll tell you exactly what you can afford."
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- "The texture blowout is a mipmap bias issue — here's the corrected import setting."
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## Related Concepts
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- [[LOD-Pipeline]]:LOD 是实现性能预算的核心技术手段
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- [[VFX]]:VFX 系统受粒子数和 Overdraw 预算严格约束
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- [[AssetPipeline]]:资产标准是性能预算的前置保障
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- [[RenderingPipeline]]:渲染管线的每个 Pass 都消耗帧时间预算
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## Connections
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- [[TechnicalArtist]] ← enforces ← Performance Budget
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- [[VFX]] ← constrained by ← Performance Budget
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- [[LOD-Pipeline]] ← achieves ← Performance Budget
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- [[AssetPipeline]] ← enables ← Performance Budget
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